3b07fc27b0
BUG-12 marked done (selection follows activeDisplay).
9.8 KiB
9.8 KiB
TODO
Backlog of bugs + long-term items, from user. Milestones live in REWORK_PLAN.md.
Feature backlog
FEAT-M6: Transactional undo (moved from REWORK_PLAN)
- Every mutating action writes event:
(type, payload, undo_payload, undone, ts). - Undo = apply
undo_payloadin same SQLite tx, flipundone. Transactional, no stale clobber. - Replaces fragile
/logssnapshot-write undo. - Migration: keep old undo working for existing entries until cleared; new format for new entries.
- Related: BUG-7 (reorder no undo).
Architecture: 1-list turn order model (DONE)
- Single source: turnOrderIds === participants.map(id). No re-sort after startEncounter. nextTurn skips inactive (predicate), inactive stay in slot.
- Drag (reorder) overrides initiative — cross-init allowed, DM choice.
- startEncounter sorts ALL participants by init once, then frozen.
- addParticipant splices by init pos. remove/toggle/reorder sync list.
- Display renders participants[] directly (no sortParticipantsByInitiative).
- BUG-6 (reorder divergence) fixed structurally. BUG-5 (rotation) held (500 rounds CLEAN).
FEAT-3: initiative first-class entry (add + edit)
- Current: only initMod at char-build. No initiative field at add-participant or edit. 3-step to set after other steps.
- Need: initiative field at add-char, add-monster, AND edit participant.
- Separate design + RED. Own work item.
- Related: tie-break = drag order (current, works). Expose clearly.
FEAT-1: Dead participants stay in turn order — DONE
- Fixed:
applyHpChangeno longer flipsisActiveor touchesturnOrderIdson death/revive. Dead stay in rotation,nextTurnvisits them, PCs get death-save turn.isActive= DM toggle only. - Tests:
shared/tests/turn.dead-skip.test.js(4 green). Char tests updated to new behavior.
FEAT-2: upgrade app internal logs to be parseable
- Goal: combat logs in Firestore store enough structured state to run skip/rotation analysis on ANY historic round — not just replay stdout.
- Current logs:
{timestamp, message, encounterName, undo}. Parser must guess roster from message strings. Brittle. - Upgrade: add structured fields at turn-state mutation log sites in
App.js (startEncounter, toggleActive, addParticipant, removeParticipant,
applyHpChange death/revive, togglePause, nextTurn):
turnSnapshot: { round, currentTurnParticipantId, turnOrderIds, activeIds } - Then
scripts/analyze-turns.jsingests app logs directly (adapter fetch). Works on real game sessions, any round, deterministic. - Parser scaffold NOW ingests replay stdout only (stopgap until FEAT-2).
Confirmed bugs (tests written, NOT fixed)
BUG-1: addParticipant + pause/resume corrupts turn rotation
- RESOLVED as side effect of BUG-2 fix (dup-id rejection broke chain).
- Audit: 0 violations / 100 rounds after BUG-2 fix.
- Replay: 10 rounds clean, no skip/dupe.
- Audit: 128 violations / 100 rounds, 4 symptom faces.
- Symptom chain (one bug family):
- pause blocks nextTurn advance → totalTurns stays frozen (e.g. 120)
- addParticipant re-adds same
r${totalTurns}id (BUG-2: no dedup) - togglePause resume rebuilds turnOrderIds → dup id appears x2
- nextTurn gets stuck on dup id → rotation breaks
- eventually nextTurn throws 'Encounter not running'
- Symptom counts (audit-state.js, 100 rounds): 62x turnOrder-no-dup, 52x rotation-dupes, 14x nextTurn-throws
- Repro in replay round 10+: current stuck on one participant forever, nextTurn returns same id, round never advances.
- Clean minimal repro (shared/tests/turn.pause-add.test.js) PASSES = combo needs more state than single add+pause. Audit authoritative repro.
- Clean subsystems (zero violations): HP bounds, isActive, deathSave range, conditions, removeParticipant orphans.
- Real repro =
node scripts/audit-state.js(or audit-rotation.js).
BUG-2: addParticipant allows duplicate id
- FIXED (commit: addParticipant throws on dup id).
- Test:
shared/tests/turn.characterization.test.js'addParticipant rejects duplicate id' --- GREEN.
bug-3 was a halucination has been removed
BUG-4: hide-player-HP breaks display view (preexisting)
- Broader than hide-HP: ALL 5
storage.setDoc(getPath.activeDisplay(), ...)calls use{merge:true}which is IGNORED (setDoc = replace per contract). Each write clobbers other fields on activeDisplay/status doc.- line 1619: hide-HP toggle → clobbers campaignId+encounterId (display paused)
- line 1648: start combat → clobbers hidePlayerHp
- line 1779: end combat → clobbers hidePlayerHp
- line 1997: deactivate → clobbers hidePlayerHp
- line 2002: activate → clobbers hidePlayerHp
- Toggle "hide player HP" in admin → display view flips to "Game Session Paused".
- Toggling back does NOT recover. Must re-activate encounter in encounters panel to restore display.
- Expected: hide-HP toggle updates one field on activeDisplay/status doc, display stays live on current encounter.
- Likely cause: toggle writes to wrong path, or clobbers activeCampaignId/ activeEncounterId with null (setDoc replace vs updateDoc patch).
- Fix: use updateDoc (patch) not setDoc (replace); or include all existing fields when writing.
- Test: render App + DisplayView, toggle hide-HP, assert display still shows encounter (not paused).
BUG-5: mid-round addParticipant/revive corrupts rotation — FIXED
- Fixed (commit
494327f). Slot-array turn order + DRY advance corenextActiveAfter. Both nextTurn + computeTurnOrderAfterRemoval delegate. - 500-round replay: 0 skips, 0 double-acts.
BUG-6: reorderParticipants doesn't update turnOrderIds — FIXED
- Fixed structurally by 1-list model (commit
5d3a060). turnOrderIds = participants.map(id) always. reorder cross-init allowed (DM override). Display === rotation by construction. - Test:
shared/tests/turn.reorder.test.js'reorder updates turnOrderIds' (RED). reorderParticipants(enc, draggedId, targetId)swaps two same-initiative participants inparticipants[]array but leavesturnOrderIdsunchanged.- nextTurn rotates via
turnOrderIdsonly → reorder has NO effect on combat rotation. Mid-encounter drag-drop = pointless. - replay-combat.js calls reorderParticipants with WRONG signature
(enc, reorderedArray)--- swallowed by try/catch, silent no-op. So replay never exercised real path either. - Fix: reorder must also update turnOrderIds to match new participant order (within same-initiative tie).
BUG-7: reorderParticipants has no undo
- Test:
shared/tests/turn.undo.test.js'reorderParticipants has no undo' (GREEN doc). reorderParticipantsreturnslog: null. Other ops returnlog.undo.- Cannot undo drag-drop. Candidate for undo system (M6).
BUG-8: ws adapter has no reconnect
- Test:
server/tests/ws-reconnect.test.js(RED). - WS dies (idle/error/close) →
wsReady=null, subscribers dead forever. - Display frozen until full reload.
- Fix:
onclose→ reconnect + re-subscribe existing paths.
BUG-10: deact+reactivate same round double-acts participant
- Discovered in 500-round replay (3 occurrences). DISTINCT from BUG-5.
- Pattern: participant acts → DM deactivates them → DM reactivates them
same round →
computeTurnOrderAfterAdditionre-inserts by initiative (front) → acts AGAIN before round ends. - No "acted-this-round" guard. Slot-array model has no per-round-acted set.
- Edge case (DM deact+reactivate same participant same round).
- Fix candidate: track actedThisRound set, skip re-acted; OR insertion places reactivate AFTER current position (not by initiative).
- Parser now discounts deact-current advances, so this surfaced real.
BUG-11: FE Combat.scenario test crashes (pre-existing)
src/tests/Combat.scenario.test.js:254deathSave query helper throws (button not found).- Baseline (my changes removed) also exit=1. Pre-existing, not regression.
- Crashes whole FE test run (process dies).
BUG-13: reorderParticipants crossing current pointer = ambiguous acted-semantics
- Discovered 7/1 replay.
reorderParticipants(shared/turn.js:522) = pure drag, no pointer logic. Swapping two actors across current pointer mid-round = ambiguous who-acted-this-round. Earlier replay arbitrary swaps showed skip/double (R9 Summon3 2x, R11 Goblin1 2x) before fix restricted swaps to upcoming-only. - Replay now avoids crossing (adjacent upcoming pair only, commit
af165f4). Real app untested: if DM drags actor past current pointer mid-round, skip/ double behavior undefined. - Decide: block cross-pointer reorder, or define acted-semantics. RED needed.
BUG-14: addParticipant init-insertion breaks after drag-reorder
- Discovered 7/1 replay.
computeTurnOrderAfterAdditionscans for first id with init < addedInit, assumes list init-sorted. After drag, list NOT sorted → scan hits wrong slot. - Trace turn 30→31: list
[Goblin1:20,Goblin2:22,...](drag moved Goblin1 before Goblin2). Add Reinforce3 init 21 → scan hits Goblin1:20 (idx 0, <21) first → insert at 0. Should slot after Goblin2:22. WRONG. - Root conflict: 1-list model = drag source of truth (no re-sort); addParticipant = init-based insertion (needs sorted list). After ANY drag, add-insertion meaningless.
- Proposed fix: append to end always (option A). DM drags to position. Matches
drag = source of truth. Makes
computeTurnOrderAfterAdditiontrivial. - Related: FEAT-3 (initiative first-class field).
Pipeline (bugs only --- milestones live in REWORK_PLAN.md)
- BUG-4: fix setDoc→updateDoc for all 5 activeDisplay sites
- BUG-5: fixed (1-list model, 500 rounds clean)
- BUG-6: fixed structurally (1-list model)
- BUG-12: fixed — campaign selection follows activeDisplay
- BUG-8: ws adapter reconnect
- BUG-10: deact+reactivate double-act
- BUG-11: FE Combat.scenario crash
- BUG-13: reorder cross-pointer semantics (RED + decide block/allow)
- BUG-14: addParticipant init-insert breaks post-drag (append? + RED)